Translucent material not opaque when Opacity = 1

So, I’ve been having to deal with this problem since like forever.

Any translucent Material I create with a translucency set to 1 renders in a bad way.
Here an example:

&stc=1

This is how the mesh is supposed to look.

&stc=1

And this is how it looks with the translucent material applied.

As you can see, the mesh is rendering faces in the opposite order, displaying faces in the back after the ones in the front making it look ugly and bad.
Is there any way to fix it? I really want to get this working properly.

Hi,
I’ve also dealt with this problem for some time. Turns out that for now it is not fixable due to engine’s deferred rendering.

Here are a couple of posts I found in this subject:
https://answers.unrealengine.com/questions/59828/why-is-this-translucent-material-not-opaque-if-opa.html
https://answers.unrealengine.com/questions/29459/fade-out-static-meshes.html

The workaround to fade out/in meshes is to use a masked blend mode and a DitherTemporalAA node to control opacity.

Hope that helps!

This doesn’t have anything to do with deferred rendering, it’s an order of operations problem. Translucency is only sorted per object. Within an object, the triangles will be rendered in the order that they are in the index buffer. Order-independent transparency would be needed to fix this, but all existing solutions are prohibitively expensive.